[英]How to create an image from byte array and display it?
I want to get data from an image file and display that information in a texture that Unity can read. 我想从图像文件中获取数据并以Unity可以读取的纹理显示该信息。
I am able to get the pixel information into a byte array, but nothing ever displays on the screen. 我能够将像素信息放入字节数组,但是屏幕上什么也没有显示。 How do I actually get the image to display?
如何实际显示图像?
pcxFile = File.ReadAllBytes("Assets/5_ImageParser/bagit_icon.pcx");
int startPoint = 128;
int height = 152;
int width = 152;
target = new Texture2D(height, width);
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
timesDone ++;
pixels[x, y] = new Color(pcxFile[startPoint], pcxFile[startPoint+1], pcxFile[startPoint+2]);
startPoint += 4;
target.SetPixel(x, y, pixels[x, y]);
}
}
target.Apply();
target.EncodeToJPG();
Well, (assuming you get the pixel data correctly) you have to asign that created texture to something... 好吧,(假设您正确地获得了像素数据)您必须将创建纹理的东西分配给某些东西...
I'ld use eg a RawImage since it doesn't need a Sprite
(as the UI.Image
component would do - also see the RawImage Manual ): 我将使用RawImage,因为它不需要
Sprite
(就像UI.Image
组件那样-也请参见RawImage手册 ):
// Reference this in the Inspector
public RawImage image;
//...
pcxFile = File.ReadAllBytes("Assets/5_ImageParser/bagit_icon.pcx");
int startPoint = 128;
int height = 152;
int width = 152;
target = new Texture2D(height, width);
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
timesDone ++;
pixels[x, y] = new Color(pcxFile[startPoint], pcxFile[startPoint+1], pcxFile[startPoint+2]);
startPoint += 4;
target.SetPixel(x, y, pixels[x, y]);
}
}
target.Apply();
// You don't need this. Only if you are also going to save it locally
// as an actual *.jpg file or if you are going to
// e.g. upload it later via http POST
//
// In this case however you would have to asign the result
// to a variable in order to use it later
//var rawJpgBytes = target.EncodeToJPG();
// Assign the texture to the RawImage component
image.texture = target;
Alternatively for using with normal Image
component create a Sprite
from your texture using Sprite.Create
: 另外,与正常的
Image
组件一起使用时,可以使用Sprite.Create
从您的纹理中创建一个Sprite
:
// Reference this in the Inspector
public Image image;
// ...
var sprite = Sprite.Create(target, new Rect(0.0f, 0.0f, target.width, target.height), new Vector2(0.5f, 0.5f), 100.0f);
image.sprite = sprite;
Hint 1 提示1
In order to have the correct aspect ratio I used a little trick usually: 为了获得正确的长宽比,我通常使用一些技巧:
RectTransform
of the parent RectTransform
中设置所需的“最大尺寸” RawImage
/ Image
(on the child object) add an AspectRatioFitter
(also see the AspectRatioFitter Manual ) and set AspectMode
to FitInParent
. RawImage
/ Image
旁边(在子对象上)添加AspectRatioFitter
(另请参见AspectRatioFitter手册 ),并将AspectMode
设置为FitInParent
。 Now in the code adjust the aspect ratio (you get it from the texture): 现在,在代码中调整纵横比(您可以从纹理中获取):
public RawImage image; public AspectRatioFitter fitter; //... image.texture = target; var ratio = target.width / target.height; fitter.aspectRatio = ratio;
Hint 2 提示2
It is "cheaper" to call SetPixels
once for all pixels than calling SetPixel
repeatedly: 与重复调用
SetPixel
相比,为所有像素调用一次SetPixels
是“便宜”的事情:
// ...
startPoint = 0;
pixels = new Color[width * height]();
for(int i = 0; i < pixels.Length; i++)
{
pixels[i] = new Color(pcxFile[startPoint], pcxFile[startPoint+1], pcxFile[startPoint+2]);
startPoint += 4;
}
target.SetPixels(pixels);
target.Apply();
// ...
(I don't know how exactly your pcx
format works but maybe you could even use LoadRawTextureData
(我不知道您的
pcx
格式是如何工作的,但也许您甚至可以使用LoadRawTextureData
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